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4 New PvP Modes- Some That PvErs May Also Enjoy
TheZag replied to TheZag's topic in Suggestions & Feedback
Capture the Flag I didn’t go far out of the box for this one and most people are familiar with it already. In capture the flag you attempt to steal the opposing teams flag and return it to your flag area. This game can be played with player abilities available or with premade powersets where everyone has access to the same powers. There can also be a single flag version where the flag is in the center and players battle it out to first acquire the flag and then return to base. The player carrying something that is dropped on defeat already exists in Bloody Bay with the meteor fragments so this game will draw from that mechanic in a smaller arena version. This also is one of the games that my SG played with players being the ‘flag’ and defeating them meant you picked it up and being defeated yourself meant you dropped it. We played it with level 2 blasters and it was the most fun I have had in PvP in City of Heroes due to the fact that we still had some options on what powerset to choose and focus yourself as offense or defense but were more or less equal since enhancements and eleventy billion available powers arent a thing at level 2. Having to watch chat for the referee call outs on who had the flag and if it was returned did prove to be a challenge and the arena maps that were suitable for this purpose were limited as well since we had to define the areas ourselves. I shouldn’t need to go into what premade powersets would specifically be but just to say that they would be a mix of offense and defense related abilities and that there would probably be several to choose from that include offense heavy, defense heavy, and more balanced sets. I do think capture the flag would benefit by having a premade power mode and a normal mode. -
4 New PvP Modes- Some That PvErs May Also Enjoy
TheZag replied to TheZag's topic in Suggestions & Feedback
Hero Ball Or super soccer or whatever other name the kids are calling it these days. Its the game that several people made super bases to play back when super bases were PvP enabled. There are 2 teams with a ‘Ball’ in the center and a goal at each side. Using Knockback powers, the players attempt to knock the ball into the opposing teams goal to score a point. Most points in the time limit wins. This game will rely heavily on the vectored knock system put in place by Number Six and detailed ‘here’. I believe that physics objects are processed client side so an actual bouncy ball wouldnt work and instead will need to be an NPC that just doesn’t move (and is preferably ball shaped). Here is the first opportunity for a PvP game that PvErs may enjoy. This is due to the fact that players wont have their regular abilities and instead will only have a ‘Hero Ball’ powerset. Your normal abilities will be disabled and replaced by a power bar similar to what you would see in a ‘do so-and-so’s personal story’ mission. Everyone will be ‘equal’ as far as available abilities are concerned The Abilities Kick, 2 second cooldown – Knock the ball a short distance away from you Punt, 5 second cooldown – Knock the ball a moderate distance away from you Shoot, 20 second cooldown – Knock the ball a long distance away from you Dash, 20 Second cooldown – Run faster for 5 seconds Trip, 30 second cooldown – Knock down an opponent Second Wind, 1 minute cooldown – Reduce the remaining recharge on your Dash and Trip by 15 seconds The size of the field should be tuned so that Dash will last for no more than 2/5 of the field. Meaning a Second Wind Dash wouldnt cover the entire field. The abilities would certainly need tuning and could be removed or have new ones added as needed to allow players to remain engaged. Such as single target buffs and debuffs for allies/opposition. I could throw several more abilities in already but these hopefully give a feel for how the game would be able to flow. -
I don’t PvP often but my SG does some PvP events on occasion and a few of the rules we used let me have an enjoyable experience. There is potential for several different modes of PvP using current ingame mechanics that some PvErs could possibly enjoy as well. My main distaste with PvP is how horribly I get stomped by players with ‘dedicated PvP’ builds. Casual PvP is hard to enjoy if someone can destroy you in 5 seconds while you missed every one of your attacks. That is an extreme example and some of these games address that while others would still have a ‘my build is better than your build’ option. So without further ramblings, the games--- Hero Ball Capture the Flag Defend the Fortress Mech Assault Each game is covered in its own post, scroll down to check them out or click the name of the game above. Feel free to offer feedback to games individually or to all of them at once.
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If you are in the Suggestion Forum and use the 'sort by' button at the top right then choose custom and filter by topics you started, you can get a nice clean list of all your suggestions. Of course, if it was only a post in someone else's topic, sorting by that would be a much longer list and still probably difficult to find.
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I would be fine with it if it doesnt impact server performance. It would probably need to be a client side file like playerslot.txt. A playerdata.txt file that records those stats on logout to display on the character select screen so the server isnt loading all your stats for every character multiple times as you click around the character screen. It would mean logging each character in once to populate the file but with the recent database bottlenecks mostly affecting excelsior, i wouldnt want anything that may cause additional unnecessary strain on the systems.
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Two billion and one !
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Ill use AE on occasion, like less than once a month. If xp were nerfed or removed then players would find something else to farm. Farmers only farm AE because its the most efficient. The moment that a contact mission or a TF or even street sweeping becomes more efficient, the farmers will switch over to doing that instead. And while AE babies do exist, their population is small. They would just be powerleveled babies if they werent AE babies. I think ive only ran into 2 of them, but i also dont spend my time in AE. The best bet for AE babies would be moving the AE building out of starting zones so new players wont think its part of the new player activities. Going to pocket d or kings row/port oakes would only be a minor inconvenience for veteran players but would give new players a moment of pause before changing zones.
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Give Doms and Trollers pets at a lower level, say 12 or so
TheZag replied to kelika2's topic in Suggestions & Feedback
Im sure someone will be along shortly to say they use the AoE holds at low levels. You did recognize that the AoE hold would need a buff if moved to 32 but you didnt mention the nerf that the pets would need if they are available earlier. This one is a no for me. The lvl 32 power kinda is the goal. The best/strongest power in a set. For a dominator or controller its the point that the character has mastered their ability to the point that they can summon a pet. Looking forward to an AoE hold, which i agree is usually wasted, isnt how i would want to progress a controller or dominator. -
The origin temp power was available before homecoming but transact 4 victory vendors allow you to select a different one if you want. They lose effectiveness as you level to the point that they are basically useless. It could be nice to have the origin powers slowly gain effectiveness as you level if they match the players origin. The matching origin powers could also be the mechanism of activation for those previously mentioned origin related mission extras. They absolutely need to be mission extras though, having a required team composition sucks. It could even be something as simple as your origin power lets you skip the timer of clicking the appropriate blinky. The tazer lets you delete computers instantly and so on until each origin has a type of blinky that they can complete at short range with no timer.
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Map Servered.. How many until calling it a day?
TheZag replied to Troo's topic in General Discussion
Thats why i linked it. People in this topic were asking, and what they wanted to see was in a different thread that they probably wouldnt have looked at. The quick solution remains the same though - transfer off excelsior. Its traffic is heavier than the database was designed for and players get booted among other problems. The slower solution is wait for the team to find a fix. But a fix can be anywhere from right now to several weeks from now. In the meantime ill be enjoying a stable gameplay experience on not excelsior and then still on not excel after a fix is found. -
That would be cool if there were an option in AE to give a buff or debuff based on origin to help a story. 'In this mission natural characters get 30% speed but mutation gets -5% resistance' or whatever the writer needs 🙂
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There arent DOs for every pair of origins. Magic DOs come as Focusing Device for Mutation/Magic origin and as Relic that is for Natural/Magic characters. Natural DOs only come in the previous mentioned Relic for Natural/Magic and as Gadget for Natural/Technology. There arent DOs that cover every possible pair, just the neighbor of each origin in the 'circle' Natural -> Magic -> Mutation -> Science -> Technology -> Natural So Science/Technology and Science/Mutation DOs exist but Science/Magic and Science/Natural dont. In City of Heroes land, Magic and Natural are related, not opposite.
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Dual origin enhancements already closed the loop. Natural/Magic is a dual origin enhancement type and i think the rest follow that same loop as well.
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Id say it makes as much sense as every other super powered thing that doesnt make sense but we use and have fun with anyway. But since im not invested in the idea, i think ill let u guys hash it out.
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Porting the current mechanics in illusion control wouldnt work well for a mastermind but the idea that a mastermind could use illusions or holograms for henchmen would work just fine. To be honest i would probably go the hologram route so the powers that need to be reused would be fine but those that need a large change wouldnt incur the wrath of 'its not illusion'. Ingame lethal holograms already exist through AE and its not a stretch that a mastermind would use them for their own benefit.
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Map Servered.. How many until calling it a day?
TheZag replied to Troo's topic in General Discussion
They have been on the forum giving updates. It just wasnt a dedicated thread started by a team member. -
AE Ticket missions don't give incarnate XP
TheZag replied to Ukase's topic in Suggestions & Feedback
I would think that choosing tickets just changes the reward table for that AE session and incarnate xp was neglected on the tickets reward table when incarnate xp got added to non itrial content. I could be wrong but thats how it seems. -
Map Servered.. How many until calling it a day?
TheZag replied to Troo's topic in General Discussion
I figured it out.... Combine this thread with the one about salvage prices going up. The market is wonky because the farmers cant stay online. And then i put the picture that i use when excelsior is having excelsior problems... And then i say transfer to torch 😛 -
If it were someone being malicious, then this thread is exactly what they want and they are loving every second. Probably the fastest way to get things back to normal would be to hide this thread.
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Maybe someone was badging for the market ones and decided that yellow salvage was a good place to buy and resell to get the badges without spending too much.
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I usually figure that summer shenanigans happen because the kids are out of school.
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75k-125k back on liberty when i was buying. No idea how the prices fluctuated in the later days of the retail server run though.
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That looks like the one. Also, having to go 3 powers deep into an underutilized pool might be all the more compel thats needed.